As we mentioned recently, we will be performing a hot fix next week where we will be performing adjustments and addressing various things. While the specific details will be announced separately, I would like to give you an overview of what will be done ahead of time. -Changes will be made to the way equipment is bound. -Introducing additional servers and enhancements to act as a countermeasure against the congestion to enter "Amdapor Keep." -The difficulty for level 50 dungeons will be adjusted. -The number of areas where you can acquire Allagan Tomestones of Philosophy and Mythology will be increased as well as the amount you can acquire. -Implementation of a population cap for each field. -Adjustments to the spawn rate of monsters that drop diremite web and additional locations where Karakul can be found. -The amount of experience points that can be acquired on botanist and miner, as well the experience points that can be acquired from their fieldcraft leves, will be increased. -User interface elements related to materia and target information will be adjusted.

In addition to the above adjustments we will also be fixing a number of bugs.

Very happy about the Ampador keep fix and adjustments to acquiring tomes. Not quite sure which way they'll be adjusting dungeons at the moment...

Edited, Oct 11th 2013 8:25am by blowfin

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This is all good news! I havn't even finished the story yet, but I'm a lvl 50 PLD in ilvl 55 gear, so knowing that the tomestones are going to be more interesting to farm come endgame is a bonus. I'm just hoping they dont gimp diremite webs too badly, they are my main source of income lol!

I still think the XP increase for BOT and MIN is reactive, but I'll not complain as I'm about to start on CRP (and BOT hand in hand) and am on the last 8 levels on Miner. XD

Nah, I can tell you as someone who'd tried to level Botany and Carpenter side by side that the Exp for gathering is pretty terrible. Add this to the fact that you can't do gathering leves while in DF, and the balance between crafting a gathering is a bit off. I pretty much have to stop doing anything else and do gathering leves to make decent inroads, so i'm able to farm my own mats for carpenter.

Not to mention that fishing leves give way more Exp then gathering leves.

I assume the intention was to make gathering slower as you can supply multiple crafts with one fieldcraft leveled. It just seems they were a bit too harsh in that regard.

Edited, Oct 11th 2013 9:03am by blowfin

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The changes sound good, but I also wonder what the adjustment to the lvl 50 dungeons is...

I am hoping they are taking some of the community's suggestions and simply adjust how rewards are distributed in the lvl 50 dungeons. Certainly some room for strengthening in this area. I am also excited to see which additional methods they employ for obtaining tomes.

They honestly seem very interested in community feedback. I have NEVER seen SE respond this quickly to some of the 'less' strenuous concerns posed by players. I may be cast as a SE fanboy on these forums, but I certainly have a lot of contempt for them from XI have no fear.

This new SE presented to us...I am liking quite a bit. More servers for AK after only a week or two of seeing problems with congestion, more ways to get mythology (and a cap increase) as they realize more people are getting 2+ jobs to cap and are tired of doing AK, upgrades to mining and botany exp, and addressing diremite web problems and the plethora of botters that infest the areas where these monsters that drop the web spawn.

It's very refreshing.

Thevantis wrote:

HitomeOfBismarck wrote:

Also this:

Quote:

Implementation of a population cap for each field.

I can interpret this several ways. Anyone care to explain it in a way they understand it?

Edit: Because quoet isn't a word.

Edited, Oct 11th 2013 5:12am by HitomeOfBismarck

I'm guessing they mean they'll put population caps for zones in place so people don't crash the server when the Odin or Behemoth fates pop up.

These sound like very good changes. Botanist/miner XP changes sound good and anything to make diremite gathering will be welcome changes.

This makes sense! I had interpreted this as: "We're going to cap the number of classes/jobs that can be made on a particular server" or "We're going to make sure there aren't double BLM DPS classes in one AK run".

They honestly seem very interested in community feedback. I have NEVER seen SE respond this quickly to some of the 'less' strenuous concerns posed by players. I may be cast as a SE fanboy on these forums, but I certainly have a lot of contempt for them from XI have no fear.

This new SE presented to us...I am liking quite a bit. More servers for AK after only a week or two of seeing problems with congestion, more ways to get mythology (and a cap increase) as they realize more people are getting 2+ jobs to cap and are tired of doing AK, upgrades to mining and botany exp, and addressing diremite web problems and the plethora of botters that infest the areas where these monsters that drop the web spawn.

It's very refreshing.

Isn't this normal? I seem to remember seeing the patch notes for FFXI in the first year before it was release in US/EMEA and it seemed to have updates every couple of weeks. NOT that I am complaining (!), feedback is key and for those of us historically from XI we can all remember how awful it was.

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I don't wanna nitpick or anything, but the terms 'hot fix' and 'next week' don't really belong in the same sentence. Nothing listed really seems like anything too broken to need a hot fix anyway.

The changes sound good, but I also wonder what the adjustment to the lvl 50 dungeons is...

Just an FYI....I know that, at least as far as WoW and Blizzard are concerned, a "Hot fix" is simply a patch done server side that doesn't involve modifying any files client side and/or is outside of the normal development patches. While a full-fledged "Patch" is something they have to send out so that it modifies the client side game's files and/or is apart of the regular patch cycle. Yeah different companies have different protocol and vocabulary but meh. My point is, I don't think it specifically has anything to do with timing in this case, I think it's more to do with how it's implemented. That's my $0.02 though ^_^

I don't wanna nitpick or anything, but the terms 'hot fix' and 'next week' don't really belong in the same sentence. Nothing listed really seems like anything too broken to need a hot fix anyway.

The changes sound good, but I also wonder what the adjustment to the lvl 50 dungeons is...

Just an FYI....I know that, at least as far as WoW and Blizzard are concerned, a "Hot fix" is simply a patch done server side that doesn't involve modifying any files client side and/or is outside of the normal development patches. While a full-fledged "Patch" is something they have to send out so that it modifies the client side game's files and/or is apart of the regular patch cycle. Yeah different companies have different protocol and vocabulary but meh. My point is, I don't think it specifically has anything to do with timing in this case, I think it's more to do with how it's implemented. That's my $0.02 though ^_^

It's not necessarily timing related, but as it mainly focuses fixes that need immediate attention; they do tend to happen quickly. Something that is getting fixed next week isn't as much of a priority as the term would suggest.

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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.

They honestly seem very interested in community feedback. I have NEVER seen SE respond this quickly to some of the 'less' strenuous concerns posed by players. I may be cast as a SE fanboy on these forums, but I certainly have a lot of contempt for them from XI have no fear.

This new SE presented to us...I am liking quite a bit. More servers for AK after only a week or two of seeing problems with congestion, more ways to get mythology (and a cap increase) as they realize more people are getting 2+ jobs to cap and are tired of doing AK, upgrades to mining and botany exp, and addressing diremite web problems and the plethora of botters that infest the areas where these monsters that drop the web spawn.

It's very refreshing.

Isn't this normal? I seem to remember seeing the patch notes for FFXI in the first year before it was release in US/EMEA and it seemed to have updates every couple of weeks. NOT that I am complaining (!), feedback is key and for those of us historically from XI we can all remember how awful it was.

No you're right: they released patches every week or so. However, they were pretty stubborn and/or slow about fixing things that irked many players.

Let me take an example that comes to mind immediately: Limbus and Dynamis entry fees. It was obvious this was causing a bit of an uneasy situation economically for many players and LSs but they didn't fix this till...geesh I don't even know.

Land kings were also a huge issue with many people. The situation became so intense that many resorted to third party programs for claim. The solution was obvious: just use their trending 'poppable' NM system that they had developed after kings to spawn these. Nope, we're going to make you camp them for 8 years until we finally concede that it wasn't the best idea and make them poppable.

If you gave me some time to delve through past patch notes and eras of FFXI, I could find some better examples. You and I both have seen this distanced nature SE has used in the past. I'm glad they aren't doing so with this game!

1) Diremite/Karakul - currently completely over run by botters who jack the price up, thus blocking weavers 2) Odin/behemoth crashing servers every time they pop = no fun 3) AK having a 3 hour queue unless you wait till thursday+ is pretty dumb 4) having only one way to get mythology, and having the cap so low = dumb

All of those I would say needed addressing sooner rather than later.

Now the exp btn/miner are welcome and needed adressing eventually, and i could have waited till 2.1 for them, but a lot of the other issues were stuff the community was in dire need of.

I'm actually rather happy to hear about the Diremite/Karakul adjustments. One of my biggest slowdowns when getting every craft to 50 was Weaver, due to the huge bottleneck that occurs from both dew thread and wool thread, especially the latter. Obviously a market in an MMO should be competitive, but it was getting to the point where unless you wanted to drop some sick amount of gil down and just buy it off the Market Board, you were in for some very painful time out in Coerthas trying to compete for karakul.

What I'm hoping with the "adjust the difficulty of level 50 dungeons" is that the fewer trash mobs you kill along the way, the harder everything else gets. Thus discouraging speed runs.

Edited, Oct 11th 2013 8:59am by Catwho

Although I agree that speedruns are not a good thing I am more hoping that we get a more fun incentive to actually want to kill trash mobs instead of punishing us if we don't. I guess that might be for 2.1 though.

I think you'd have to balance it carefully if you did though. Too many from Trash and too few from the final Boss and people would never finish runs, preferring to farm trash. I think if you see a log of how many you've farmed but don't get them until the end it might work.